Project M

Ganondorf (PM): Difference between revisions

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*{{buff|Down throw's knockback scaling was weakened, and has its ''Melee'' trajectory of throwing the opponent right next to Ganondorf, allowing it to chain throw and setup very effectively.}}
*{{buff|Down throw's knockback scaling was weakened, and has its ''Melee'' trajectory of throwing the opponent right next to Ganondorf, allowing it to chain throw and setup very effectively.}}
*{{buff|Grounded [[Flame Choke]] deals more damage, plus it travels faster and farther. Additionally, if Ganondorf falls off an edge with the move, he will go into the ending animation instead of instantly becoming [[helpless]], allowing him to grab the ledge and come back to the stage.}}
*{{buff|Grounded [[Flame Choke]] deals more damage, plus it travels faster and farther. Additionally, if Ganondorf falls off an edge with the move, he will go into the ending animation instead of instantly becoming [[helpless]], allowing him to grab the ledge and come back to the stage.}}
*{{buff|Aerial Flame Choke deals slightly more damage and now inflicts caught opponents with a weak set knockback [[meteor smash]], causing them to weakly bounce up instead of being immediately floored; this leads to it having guaranteed followups (especially if the opponent doesn't [[tech]]), and is overall much easier to followup.}}
*{{buff|Aerial Flame Choke deals slightly more damage and now inflicts caught opponents with a weak set knockback [[meteor smash]], causing them to weakly bounce up instead of being immediately floored; this leads to it having guaranteed followups (especially if the opponent doesn't [[tech]]), and is overall much easier to followup. In addition, if Ganondorf performs a [[Sacrificial KO]], the grabbed opponent will always lose a stock before he does.}}
*{{buff|[[Dark Dive]] has slightly faster start-up, and its power has been drastically increased, with it dealing slightly more damage than the ''Melee'' version while being able to reliably KO under 150%, which also now prevents opponents from being able to attack Ganondorf out of the move. The throw also completes much faster, giving caught opponents much less time to react and DI.}}
*{{buff|[[Dark Dive]] has slightly faster start-up, and its power has been drastically increased, with it dealing slightly more damage than the ''Melee'' version while being able to reliably KO under 150%, which also now prevents opponents from being able to attack Ganondorf out of the move. The throw also completes much faster, giving caught opponents much less time to react and DI.}}
*{{buff|[[Wizard's Foot]] has its sourspots removed for both grounded and aerial versions, and its power has been increased to being slightly stronger than its ''Melee'' version, reliably KOing around 115%. Aerial Wizard's Foot also restores Ganondorf's midair jump and [[spike]]s opponents as it did in ''Melee'', significantly improving Ganondorf's recovery and equipping him with a deadly [[edge guard]].}}
*{{buff|[[Wizard's Foot]] has its sourspots removed for both grounded and aerial versions, and its power has been increased to being slightly stronger than its ''Melee'' version, reliably KOing around 115%. Aerial Wizard's Foot also restores Ganondorf's midair jump and [[spike]]s opponents as it did in ''Melee'', significantly improving Ganondorf's recovery and equipping him with a deadly [[edge guard]].}}

Revision as of 13:36, January 12, 2014

For the original version of Ganondorf which this mod's Ganondorf was based off of gameplay-wise, see Ganondorf (SSBM).
For the unmodded version of Ganondorf, see Ganondorf (SSBB).
Ganondorf
in Project M and Project+
Ganondorf SSBB.jpg
ZeldaSymbol.svg
Universe The Legend of Zelda
Base game appearance Brawl
Ganondorf (SSBB)

Ganondorf is a playable character in the Brawl mod Project M.

Attributes

Changes from Melee and Brawl to PM

Ganondorf was buffed significantly in Project M, being based on his decidedly superior Melee self and buffed farther from there, while keeping many Brawl aesthetics that maintain him as a semi-clone of Captain Falcon (and not a clone as he was in Melee).

  • Buff Dashing animation and speed changed to match their Melee incarnations.
  • Buff Midair jumping height increased; Ganondorf can now edge hop properly onto the stage without needing to utilise the advanced flipman tech.
  • Buff Neutral attack's reach was reduced, but its start-up was significantly decreased back to its Melee speed, and its knockback values were reverted back to its more combo friendly Melee levels as well.
  • Buff Forward tilt can be angled like it could in Melee, has improved horizontal reach, and has less ending lag.
  • Buff New up tilt: Ganondorf lifts his foot, then brings it down an electric stomp of high hitbox duration. Lasts for about 60 frames, and hits twice, much like Captain Falcon's up tilt in Smash 64, with the second hit having strong power and knockback, enough to reliably KO under 100%. Deals up to of 30% damage (3% more than the Brawl up tilt).
  • Buff Down tilt has less ending lag.
  • Buff Dash attack has its faster speed from Melee and now be canceled in to a long DACUS.
  • Buff Up smash reverted back to the stronger and faster "tornado kick" from Melee. It also has slightly wider hitboxes and the second kick deals slightly more damage.
  • Buff Down smash reverted back to its Melee form, being much faster, stronger, and hitting more vertically. The hits in down smash also link into each other more effectively.
  • Buff Neutral aerial's hits are easier to link into each other, and the move autocancels sooner, allowing it to be autocanceled in a short hop. The second kick has also been reverted back to its Melee power, though it retains its Brawl sourspot.
  • Buff Forward aerial's frame data has been reverted to back to its faster and much less laggy Melee version. It additionally retains its sourspot from Brawl, but it was decreased in size and now has the strength of his Melee fair, with the sweetspot retaining its Brawl power. The move also has slightly more reach.
  • Buff Back aerial given its stronger Melee knockback and longer hitbox duration. Its sourspot has also been removed.
  • Buff Down aerial's sourspot was removed, and its hitboxes are slightly larger. It also has slightly less ending lag, which allows it to still autocancel in a short hop as it can in Brawl.
  • Buff Grabbing reach from Brawl was slightly improved.
  • Buff Up throw has less base knockback, so it can now be effectively followed up on, as well as chain throw fast fallers.
  • Buff Down throw's knockback scaling was weakened, and has its Melee trajectory of throwing the opponent right next to Ganondorf, allowing it to chain throw and setup very effectively.
  • Buff Grounded Flame Choke deals more damage, plus it travels faster and farther. Additionally, if Ganondorf falls off an edge with the move, he will go into the ending animation instead of instantly becoming helpless, allowing him to grab the ledge and come back to the stage.
  • Buff Aerial Flame Choke deals slightly more damage and now inflicts caught opponents with a weak set knockback meteor smash, causing them to weakly bounce up instead of being immediately floored; this leads to it having guaranteed followups (especially if the opponent doesn't tech), and is overall much easier to followup. In addition, if Ganondorf performs a Sacrificial KO, the grabbed opponent will always lose a stock before he does.
  • Buff Dark Dive has slightly faster start-up, and its power has been drastically increased, with it dealing slightly more damage than the Melee version while being able to reliably KO under 150%, which also now prevents opponents from being able to attack Ganondorf out of the move. The throw also completes much faster, giving caught opponents much less time to react and DI.
  • Buff Wizard's Foot has its sourspots removed for both grounded and aerial versions, and its power has been increased to being slightly stronger than its Melee version, reliably KOing around 115%. Aerial Wizard's Foot also restores Ganondorf's midair jump and spikes opponents as it did in Melee, significantly improving Ganondorf's recovery and equipping him with a deadly edge guard.
  • Nerf New up tilt is significantly weaker in terms of knockback, while producing a much smaller hitbox, and can no longer drag opponents towards Ganondorf.
  • Nerf Dash attack's knockback values were not adjusted for the much faster falling speeds, making it a bit less effective and reliable at KOing (with it now KOing around the 115-145% range, about 25% later than in Brawl).
  • Nerf Forward smash is slightly weaker unless it is angled upward, and it additionally produces more vertical knockback, slightly weakening its KOing ability, especially against fast fallers.
  • Nerf Forward and back throws are significantly worse; both inflict less damage than in Brawl, and both are less effective for getting opponents offstage, with the latter no longer being capable of KOing at very high damages.
  • Nerf Grounded Flame Choke can now be teched, removing its guaranteed followups from Brawl. Ganondorf is also now always KOed first when plummeting off the stage with an opponent during aerial Flame Choke.
  • Nerf Ganondorf can no longer perform the Flight of Ganon.
  • Nerf Later hitboxes of aerial Wizard's Foot spike instead of hitting opponents upward, making it significantly less useful on grounded opponents and as an anti-juggle move, as well as making it no longer a reliable KO move on onstage opponents.
  • Change Warlock Punch can now be turned around a maximum of four times, though this has no real practical use.
  • Change Forward tilt has a slightly different animation: Ganondorf no longer drops his leg after the kick, but instead retreats it to himself quicker.
  • Change Some attack aesthetics were altered. Sweetspot of forward aerial produces a darkness effect while back aerial produces an electric effect. Dark Dive now makes Ganondorf briefly flash purple during the uppercut portion. Both back aerial and neutral attack now also use a different "punch" SFX similar to that of his side taunt.
  • Change Ganondorf now uses his laughing SFX during his onscreen appearance.

Moveset

Up to date as of version 3.0.

Name Damage Description
Neutral attack Thunder Punch 7% Ganon does a quick one hit punch with lightening properties.
Forward tilt Armor Crusher 13% Ganon quickly kicks the opponent with a large force.
Up tilt Shock Stomp 8% then 22% (30% total) Ganon does a very quick stomp on the opponent. Weaker than the original up tilt, but much quicker.
Down tilt Sweeping Snake 12% Ganon does a kick to the opponent.
Dash attack Iron Shoulder 15% Ganon charges at the opponent, and forcefully rams into them.
Forward smash Nightmare Lunge 22% Ganon elbows the opponent with a dark force. A strong vertical finisher. Can be angled: when uncharged, deals 2% more damage if angled up and 3% less damage if angled down.
Up smash Tornado Kick 22% then 19% (41% total) Ganon does a double kick upwards. Deadly knockback, and also the most damaging up smash.
Down smash Leg Whip 8% then 14% (22% total) Ganon kicks around him. The first kick combos into the second kick.
Neutral aerial Swooping Keese 12%, then 12% (clean) or 7% (late) Ganon does two mid-air kicks.
Forward aerial Skull Crusher 17% Ganon punches the opponent with deadly force and knockback. Great finisher.
Back aerial Hidden Gauntlet 16% Ganon does a back-handed punch. Faster than his forward air, but with weaker knockback.
Up aerial Vulture Kick 13%-7% Ganon does a bicycle kick into the air.
Down aerial Thunder Drop 22% Brings down an electric stomp. The most powerful meteor smash in the game, though unlike Captain Falcon's down aerial, it cannot spike opponents.
Grab Grab Grabs the opponent.
Pummel Armored Knee 3% Ganon knees the opponent with a quick speed.
Forward throw Gut Punch 9% Ganon punches the opponent forwards.
Back throw Blind Mule Kick 9% Ganon does a forceful kick backwards.
Up throw Jaw Breaker 7% Ganon punches the foe upwards into the air.
Down throw Dirt Nap 7% Ganon throws the opponent forcibly on the ground.
Floor attack (front) Dark Flip 2 hits of 6% Ganon flips himself to kick in the front and back.
Floor attack (back) Dark Spin 6% Ganon does a spinning double kick.
Floor attack (trip) Beast Spin 5% Ganon spins around to kick those who are near.
Edge attack (fast) Front Kick 10% Ganon gets up and does a fast kick.
Edge attack (slow) Sleepy Slap 10% Ganon does a slow slap to the opponent.
Neutral special Warlock Punch 34%-30% Ganon winds up a large amount of darkness and releases it all in one deadly punch. Can be turned around up to 4 times; when done in midair Ganondorf slightly shifts into that direction. Deals more damage the closer the opponent is to Ganondorf.
Side special Flame Choke 13% (both versions) On the ground, Ganon slides forward stretching his hand. Once the attack connects with an enemy, he puts them up, chokes and releases them onto the ground. In the air, Ganon grabs the opponent and slams them into the ground, weakly bouncing them upwards, and as a recovery move it can sweetspot ledges. If there is no ground, there will be a self-destruct for both players. Can be used for edgehogging. The move can fall off edges if used too close to them, but Ganondorf can then grab them and come back to the stage. This can be still be dangerous, though, as he will fall helpless and SD if the edge is ungrabbable.
Up special Dark Dive 18% total (grab), 7% (uppercut) Ganon grabs onto the opponent and unleashes electricity onto them, then launches them with an explosion. If he grabs an opponent with the move, he doesn't fall helpless and can use it again. The grab attack inflicts 4 electric hits of 1% damage that can damage nearby foes, then the explosion deals 14% with a flame effect. Ganondorf can receive damage when grabbing an opponent, but cannot be knocked out of the move. If he misses, he will then perform an uppercut that launches enemies upwards and can punish edge-hoggers, while possesing a large edge sweet spot.
Down special Wizard's Foot 17% (both versions), 8% (landing) Ganon launches with a dark kick forward, or diagonally downwards when used in midair. The grounded version acts as a strong horizontal finisher, while the aerial version spikes opponents, yielding early KOs against recovering ones if they fail at dodging the attack. The midair version also restores Ganondorf's double jump, extending his recovery, and has a landing hitbox that bounces foes upwards. The grounded version can fall off edges and bump into walls; in the latter case, Ganondorf will flip backwards and suffer a great amount of lag.
Final Smash Beast Ganon 10% (grounding), 10% (stomp) then 40% (run over) Ganondorf becomes his beast form and rams into the opponent. Opponents can become stuck in the ground, or paralyzed in midair. Usually a one-hit KO.

In competitive play

Notable players

External links